UActorComponent::SetNetAddressable
#include "Components/ActorComponent.h"
Access: public
Description
Marks this component as addressable by name over the network, enabling the replication system to identify it without relying on an object index. Called by the engine when constructing blueprint components.
Caveats & Gotchas
- • This is an engine-internal function; calling it from game code on components you did not construct through the engine's blueprint pathway can cause the replication system to map the wrong component on the remote side.
- • The flag is only meaningful if the component is also set to replicate (SetIsReplicated(true)); a net-addressable but non-replicating component wastes the flag with no effect.
Signature
ENGINE_API void SetNetAddressable(); Return Type
void Example
Setting addressability when manually constructing a blueprint component C++
// Engine-internal use — shown for reference only.
// Called inside USimpleConstructionScript::ExecuteScriptOnActor:
UActorComponent* NewComp = Actor->CreateComponentFromTemplate(Template, Name);
NewComp->SetNetAddressable();
NewComp->RegisterComponent(); See Also
Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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